I’m sorry, its totally and utterly kittened, many times where I would have won a fight while downed ruined by the IWIN stealth stomp, it pretty much counter anything you might do to stop them stomping.
Stealth should be broken on any kittening action taken while in stealth, be it healing, attacking or stomping.
Stealth stomping is the most insanely stupid kitten I have ever seen in any mmo.
I’m at 35k+ kills and I’m not complaining.
Sacrex hit 250k kills and he did not complain.
At that it has already been stated that they’re looking into changing the AP system for WvW.
Truth be told, 25k kills is very easy to achieve and you do not deserve a reward for getting there.
The free one is 15 minutes. The purchased version is 1 hour, just like all the rest. This is a way of getting people who are logging in during the free trial to check out WvW.
Precursors do drop from the chests, but very rarely. I’d love to say you should be able to get everything ever from just playing WvW, but not only is that not going to happen, it’s not good for the game as a whole. We will continue to do what we can to improve the rewards available from WvW and there are some developments specifically relating to skill points that are coming soon to the game as a whole, but honestly if you want to get all the things in the game, you have to play all the game. Branch out, I suspect you’ll enjoy it. And WvW will still be there when you want to play it.
Here the thing, I DID enjoy it. I enjoyed Bioshock Infinite, too. In both cases, I beat on AI till I got my fill, then I moved on. WvW is about going up against living, thinking humans, where things are different every time, and the meta is always evolving. While I admit, I’ll hop over and look at the new PvE stuff every other week, it’s more out of curiosity than excitement.
So don’t act like the problem is that we’ve never given PvE a try. Guild Wars 2 made some giant leaps in MMO PvE content, but at the end of the day there are still lots of folks who aren’t here to beat on bots.
No sympathy for the Devil, keep that in mind.
Buy the ticket, take the ride.
Lucky you
I was waiting in overflow, and when I finally could travel to the homeworld the event was over.
I’ve been waiting to buy it since we started building it, so I think it is.
We are looking into what happened today. Captain Culling thinks he has found the culprit, but regardless we will fix this as soon as we can.
Yeah, the lag has been absolutely awful today in both PvE and WvW. People disconnecting every 5 minutes, walking into walls and warping all over the place.
Yep i have been experiencing this as well. The Living story thing has been getting 5-10second lag spikes. WvW has been pretty bad even with not many people on. Disconnects and 5-10second lag spikes in fractuals as well :/
This lag effecting all matchups? Underworld here, eb is unplayable, i just rubberbanded from quentin lake to langor. Any dev wanna say whats causing it/eta for fix..?
May our BL break all foes. Fear our babou!
Gunnars Hold Represent! <3
How about starting with the Commander fixes that everyone’s been screaming about for 9 months? Fix /squad?
Enemies porting in to a keep under attack when the repel enemy invaders timer is up?
Make outmanned actually useful. PvE bonuses are not useful in WvW. How about upgraded guards, faster upgrades on camps/towers/keeps, ability to carry more supply when outmanned?
Get rid of the transfer fee for the 3 lowest servers to promote more parity in WvW numbers?
Either make PvP and WvW completely separate entities for abilities sake, or stop changing abilities for pvp when more people use them in wvw.
Instead of trap mastery, how about give us something someone gives a crap about. Supply mastery? Really?
It’s completely obvious that for some reason you guys are focused on sPvP, but it doesn’t make sense since wvw is where the people are. If you continue to make sPvp the focus, you will continue to lose players in wvw. How long would that new map really take if you had the people working on wvw that are currently working on your esport promotions?
New maps take a long time to be built. And even once they are built it takes a long time to get them tested until they are ready to be released. Rest assured, as soon as we can release new maps, we will. And, while it isn’t an entirely new map, you can look forward to some changes to the borderlands soon. Let’s just say you should get your krait killing in now.
PvE patches every 2 weeks, some with pvp content.
Constant PvP changes, new maps, new lobby, constant ability/class balancing for pvp, tournaments, etc.
Meanwhile, a year later tower and keep takes are finally group events, and we get a new “mastery” ability every 2-3 patches from a list that someone designed 6 months ago. Wvw population constantly dwarfs pvp population yet we get crap. Where’s the love?
“It’s coming” is no longer a valid answer, because frankly that’s a load of crap.
Better use of the map imo
I think i have to agree with those other people, more often than not you see the d/p thief win, which they wouldnt if they had any other weapon set.
Even as thief i think d/p is kittenkitten cheap in a good thieves hand.
CMF,
I feel anet has created a identity issue with guardian, which stems from a non coherent theme. We are told what guardian is in anet’s class descriptions but how it plays out in real time is quite different from the description.
That pretty much sums up the majority of design issues in this game.
Guardians are bad and need buffs and by the Six Anet pls make us heal for more and do more damage. And more mobility and CC too please, like cripples. Thx.
Obtena had a great post in another thread that pretty much said “Play to our strengths”.
That said, I took a second to re-evaluate just what our intended strengths are by the mechanics that the devs put out for us.
So what are our strengths?
- Protection
We have more frequent sources of protection for longer durations than other professions. This makes sense since we are supposed to be the “defensive, boon based fighters”, yet we have the lowest health pool. so this is supposed to be one of the things that lets us survive.
- Healing
Per our class mechanics, we are on the lowest tier of health pools, but we are supposed to have that offset by our virtues. Namely Virtue of Resolve. Increasing our healing power directly increases our combat survivability. The usefulness of healing power can be argued, but the best way to increase our effective health is by damage mitigation and healing.
- Regeneration
This is not something unique to Guardians, as necromancers and other professions can have high up time of regeneration as well, but this plays back onto our effective health from the previous bullet.
- Condition Removal/Conversion
Guardians have probably the most sources of condition removal or conversion available in our trait lines. This is probably due in part to our low health pool and the need to remove them in order to live.
- Boons
This can be argued that boons are not specific to Guardians, and it is true, other professions have plenty of access to the boons that they need already, but we do have frequent applications of boons for self and group, which provide support/utility
- Projectile Defense
We have multiple sources of projectile blocks and reflections, available to any build
- Stability
We have multiple and fast refreshing, long duration stability sources which help keep CCs off of us and groups.
- Blinds
Two low cool down blinds on sword and great sword and also spamable AE blind with virtue of justice if traited. Also a blind with focus, but less reliable due to longer windup/travel time and some bounce issues if multiple enemies near by, but still useful for a few quick succession blinds if it works.
- Blocks/Aegis
We have a moderatly low cooldown block with the mace, but we also have on demand capability to use Aegis. The only other profession that really makes use of aegis is the mesmer, and that is on a random boon basis for the most part. Aegis has 45-60 cooldown on shout and a 30-40 cooldown on virtue depending on traits.
Some additional secondary effects that can be gained from aegis to passively activate on removal, but not very high priority on the threat/utility list. Still it is worth noting as something that we “excel” in.
This was a quick list, but what else do you guys think we “excel” at?
Update 8/4/2013
I think an overall summation of the one thing guardians do better than other professions is to apply boons to groups. We can focus on 100% protection, might, regeneration, retaliation, or even swiftness to allies around us.
The biggest problem is that we can not do that simultaneously and the other professions are able to make due without those boons up 100% of the time.
Our most beneficial addition to a group is typically protection in pve or retaliation in pvp. Regeneration and stability come in at a second most wanted boon from the guardian.
After that we are there for group condition cleansing and projectile blocks.
Is this role defining enough? when I put it that way it seems kind of meh to me.
How can we play to our strengths and become better as an individual? More often than not you may hear, if you want “x” go play “y” class. Normally you heard that if people wanted to bunker, but some of these posts are indicating that we are losing ground on that as well.
(edited by CMF.5461)
Can we at least get a response on what ANET thinks about the current situation with the match up system?
That isn’t to much to ask for, is it?
Use Flashing Blade and Judge’s Intervention on distant critters. Trap people inside Rind of Warding, and hope they don’t have stability. /dance, and go down in style.
The Minstrel is by far the most underwhelming. Foci have probably the most diverse range of skins in the game and its not hard to find something that looks much more epic than The Minstrel. It would be improved immensely with the addition of a unsheathing animation and persistent aura. A sound playing when drawn would be very appropriate.
Meteorologicus is fine IMO. It’s gaudy and over the top, and adding more will not make it any better. 
Sorry to bring this up, it’s mentioned a lot on this forum but the squeakiest wheel gets oiled. Meteorlogicus, The minstrel and Eternity still have not got their little elements that make a legendary, legendary.
Meteorlogicus, The Minstel and Eternity are in need of:
-Foot step effects
-an aura (for the first two that is)
-Subjectively something on the arm
Most people regard Meteorlogicus as an extremely detailed weapon, therefore not deserving of any real special effects like an Aura and footsteps so the topic is always brushed off.
The minstrel is extremely Unnoticeable and has nothing legendary about it.
And eternity is lame because of 3 things.
1. Nothing to seperate that what your holding in your hand is eternity and not just twilight or sunrise.
2. No footsteps which I think we can all agree is a huge trait to a legendary. (Unless the aura is really good)
3. No toggle option.
Honestly I can still see another year go by an nothing will happen.
Can we have any speculation on what will happen for these weapons that take time and effort?
After thinking about it for a while a simple solution would be to change the system as following:
Instead of the current recipe
4 x item -> 1 x item
with a probability of p for the resulting item being a precursor, make it as
4 x item -> precursor_shard (probability q) OR 1 x (non-precursor) item (probability 1 – q)
and make precursors available through the recipe
m x precursor_shard + fancy_stuff -> precursor (guaranteed)
By setting q / m = p the expectation value of a precursor stays the same as before. However, instead of an exponential distribution, the system now follows a binomial distribution, with a significantly smaller variance.
In simpler terms, it would be just like the system used for crafting mystic clovers. Can you imagine what it would be like if the only mystic clover recipe had a 1/250 chance of producing 77 clovers in one go, and 249/250 chance of producing random junk?
The suggested solution gives the system a coarse memory through the accumulation of shards, and cuts out worst excesses in both directions. In that system it’s still in average just as hard to get a precursor as before, but now that hardness is reasonably fair.
+1, a million times +1
Everyone should +1 this until the forums are a sea of this post and Anet is forced to notice it.
After thinking about it for a while a simple solution would be to change the system as following:
Instead of the current recipe
4 x item -> 1 x item
with a probability of p for the resulting item being a precursor, make it as
4 x item -> precursor_shard (probability q) OR 1 x (non-precursor) item (probability 1 – q)
and make precursors available through the recipe
m x precursor_shard + fancy_stuff -> precursor (guaranteed)
By setting q / m = p the expectation value of a precursor stays the same as before. However, instead of an exponential distribution, the system now follows a binomial distribution, with a significantly smaller variance.
In simpler terms, it would be just like the system used for crafting mystic clovers. Can you imagine what it would be like if the only mystic clover recipe had a 1/250 chance of producing 77 clovers in one go, and 249/250 chance of producing random junk?
The suggested solution gives the system a coarse memory through the accumulation of shards, and cuts out worst excesses in both directions. In that system it’s still in average just as hard to get a precursor as before, but now that hardness is reasonably fair.
+1
Once again, math wins. You would think Anet has people who have already considered this though…
After thinking about it for a while a simple solution would be to change the system as following:
Instead of the current recipe
4 x item -> 1 x item
with a probability of p for the resulting item being a precursor, make it as
4 x item -> precursor_shard (probability q) OR 1 x (non-precursor) item (probability 1 – q)
and make precursors available through the recipe
m x precursor_shard + fancy_stuff -> precursor (guaranteed)
By setting q / m = p the expectation value of a precursor stays the same as before. However, instead of an exponential distribution, the system now follows a binomial distribution, with a significantly smaller variance.
In simpler terms, it would be just like the system used for crafting mystic clovers. Can you imagine what it would be like if the only mystic clover recipe had a 1/250 chance of producing 77 clovers in one go, and 249/250 chance of producing random junk?
The suggested solution gives the system a coarse memory through the accumulation of shards, and cuts out worst excesses in both directions. In that system it’s still in average just as hard to get a precursor as before, but now that hardness is reasonably fair.
+1, a million times +1
Everyone should +1 this until the forums are a sea of this post and Anet is forced to notice it.
I can’t agree on this more. ANet should really start looking into this frustrating issue. It wouldn’t matter as much as it does now if they’d actually show interest and reported us they’re working on a solution and keep updating us on the status!
Leader of Business Class [BC]
I do think they should re-work that spell effect. To me, it pretty much ruins shields with how it clips into them, and for a Guardian, that means pretty much that their shields are visually ruined, constantly, when out of combat.
Sure, I can agree on the fact that it is a visual cue, but when an effect pretty much ruins shield-appearances while active, that to me at least, says it is a terrible design. It’s also one of the most obvious cues in the game, with other boons not being as “in your face” as this one. It blocks one attack after all, and it is possible to activate at will as well, meaning your high damage attack can still be blocked even if you were looking for cues.
I’d be fine with the effect being as it is while there’s no shield equipped to the character. But I think it could use an alternative for when there is a shield in place, that isn’t so blatantly clipping and ruining the shield models. It’s one of the things I hate the most about the game. Silly as that may sound to those not sharing my point of view.
Seafarer’s Rest
Hey so do others agree that they should add an option for people who play Guardians to not show the Aegis effect. It just always having it over my shield is so ugly.
There are some updates coming soon, quite soon even, that hopefully will dispel this. Say bye-bye to the Quaggan.
TL;DR: Remove stealth.